weapon_deagle
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weapon_deagle ist ein Punkt Entität verwendbar in
Counter-Strike: Source,
Counter-Strike: Global Offensive, und
Counter-Strike 2.
Entitätsbeschreibung
Die Desert Eagle .50C ist eine halbautomatische Pistole, die ammo_50ae-Munition verwendet.
KeyValues
CS:S / CS:GO Weapon:
-
Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (nur in
)
- Determines if players are able to pick up the weapon.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny Player Pickup : [2] !FGD
- Prevents player from being able to pick up the weapon.
Inputs
- HideWeapon !FGD
- Hides active weapon. Use weapon classname as target entity.
- SetAmmoAmount <integer> (nur in
) - For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, the owner may start reloading automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results. - SetReserveAmmoAmount <integer> (nur in
) - For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the weapon_ak47).
For grenades, sets their count, clamping at the current maximum depending on the convars ammo_grenade_limit_*; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.
Negative values make a gun's ammo display disappear and reloading is impossible. - ToggleCanBePickedUp <boolean> (nur in
) - Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like "[E] Swap for AK-47" remain in both cases.
Outputs
CS:S / CS:GO Weapon:
- OnPlayerUse
- !activator = player
!caller = this entity
Fires when a player +uses this weapon. Does not fire if the weapon is picked up successfully. - OnPlayerPickup
- !activator = player
!caller = this entity
Fires when a player picks this weapon up. - OnCacheInteraction !FGD
- !activator = player
!caller = this entity
When dropped, fires every tick on player touch.
Also fires on successful +use pickup. Does not fire if CanBePickedUpis false. - OnNPCPickup !FGD
- !activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon. Bots are considered players, so this output has no functionality.
Hostages might be NPCs, but they don't pick weapons up.
Categories:
- De/Entities
- De/Point entities
- De/Non-internal Counter-Strike: Source entities
- De/Counter-Strike: Source entities
- De/Counter-Strike: Source point entities
- De/Non-internal Counter-Strike: Global Offensive entities
- De/Counter-Strike: Global Offensive entities
- De/Counter-Strike: Global Offensive point entities
- De/Non-internal Counter-Strike 2 entities
- De/Counter-Strike 2 entities
- De/Counter-Strike 2 point entities
- De/Non-internal Source base entities
- De/Source base entities
- De/Source base point entities
- De/Non-internal Source 2 base entities
- De/Source 2 base entities
- De/Source 2 base point entities
- Point Entities
- Non-internal entities
- Weapons
- Counter-Strike: Source entities
- Counter-Strike: Source weapons
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive weapons
- Counter-Strike 2 entities
- Counter-Strike 2 weapons